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Question about Micro Jump Drives

Author
Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#41 - 2012-04-16 22:20:33 UTC
i dont see the issue, bubble the gate with a sniper fleet and kill everything but maybe t3s.
Ranger 1
Ranger Corp
Vae. Victis.
#42 - 2012-04-16 23:33:12 UTC
Herping yourDerp wrote:
i dont see the issue, bubble the gate with a sniper fleet and kill everything but maybe t3s.


I don't think that basic gate camps will be the primary use of MJD tactics. I have a feeling the area that will be most affected will be the realm of larger fleet engagements.

I am just hoping that their implementation will be well thought out and add to the tactical choices available, not subtract from them.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Endeavour Starfleet
#43 - 2012-04-17 00:29:50 UTC
Ranger 1 wrote:
Mars Theran wrote:
Oh great.. blinky-blinky combats in our future. You'll have people teleporting all over the warzone chasing one another.


Heh, yes. I had visions of a "Bleach" style of combat evolving.... with Star Ships using "Flash Step" constantly to get into position behind their opponent. Smile

Edit: Needless to say, I'm not a big fan of starship combat working like that in EVE. I'm hoping there is more to it than that.


You mean before we use Jump drive in combat we first have to have a long speech about our jump ability? Lol
Richard Hammond II
Doomheim
#44 - 2012-04-17 00:51:06 UTC
Ranger 1 wrote:
Could someone shed some light on the proposed mechanics for Micro Jump Drives?

My understanding is that it will allow "micro" jumps of 100km, although I could be very wrong on that.

Specifically I am concerned about their effect on long range (sniper) combat, which is already nearly impossible in game due to current probing mechanics. Will it make it even easier to jump on top of a sniper fleet?

I am fully in favor of new dimensions being added to combat, however the option to have a viable long range fleet needs to remain... so I'm a bit concerned.


wheres this coming from?

there a dev blog Im missing O.o

Goons; infiltration at its best - first bob... now ccp itself. They dont realize you guys dot take this as "just a game". Bring it down guys, we're rooting for you.

MeestaPenni
Mercantile and Stuff
#45 - 2012-04-17 01:43:18 UTC
Would you want to immediately engage in combat after burning that much cap? This seems to be a "get out of town" button.

I am not Prencleeve Grothsmore.

Serene Repose
#46 - 2012-04-17 05:16:05 UTC
Mars Theran wrote:
Oh great.. blinky-blinky combats in our future. You'll have people teleporting all over the warzone chasing one another.
No, no....don't forget your crutch - web/scram. And, you get to use a handicap parking spot.

We must accommodate the idiocracy.

Culmen
Deep Core Mining Inc.
Caldari State
#47 - 2012-04-17 06:35:11 UTC
MeestaPenni wrote:
Would you want to immediately engage in combat after burning that much cap? This seems to be a "get out of town" button.


Well you might if you were a Autocannon/Missile fit.

As for it's use as a GTFO button.
The spool up time is longer than most ship's align time.
Any ship that escapes has blundered into a camp so inept that they probably would have missed him if he just warped to a safe.

There is a fine line between a post and a signature.

JC Anderson
RED ROSE THORN
#48 - 2012-04-17 06:35:13 UTC
Richard Hammond II wrote:
Ranger 1 wrote:
Could someone shed some light on the proposed mechanics for Micro Jump Drives?

My understanding is that it will allow "micro" jumps of 100km, although I could be very wrong on that.

Specifically I am concerned about their effect on long range (sniper) combat, which is already nearly impossible in game due to current probing mechanics. Will it make it even easier to jump on top of a sniper fleet?

I am fully in favor of new dimensions being added to combat, however the option to have a viable long range fleet needs to remain... so I'm a bit concerned.


wheres this coming from?

there a dev blog Im missing O.o


Data dump on 1st page of thread.
Dyner
Brutor Tribe
Minmatar Republic
#49 - 2012-04-17 06:42:12 UTC
The sound effect the MJDs use had better be the "warp sound" used in Star Trek Movie (2009)...oh and the FX should be the same too.





....WHAT? I like Star Trek; **** off. P
Facilitate Pellion
Solace Technologies
#50 - 2012-04-17 10:12:11 UTC
Dyner wrote:
The sound effect the MJDs use had better be the "warp sound" used in Star Trek Movie (2009)...oh and the FX should be the same too.





....WHAT? I like Star Trek; **** off. P


Engage.
JC Anderson
RED ROSE THORN
#51 - 2012-04-17 12:46:44 UTC  |  Edited by: JC Anderson
This thread is awesome.

I need more power! I'm giving it all she's got Captain!
Joe Skellington
Sarz'na Khumatari
#52 - 2012-04-17 13:28:29 UTC
Dyner wrote:
The sound effect the MJDs use had better be the "warp sound" used in Star Trek Movie (2009)...oh and the FX should be the same too.





....WHAT? I like Star Trek; **** off. P


Spinning up the FTL, Adama.

Please note that ASCII art is not permitted in the forum signatures. Spitfire

Ranger 1
Ranger Corp
Vae. Victis.
#53 - 2012-04-17 13:32:42 UTC
Culmen wrote:
MeestaPenni wrote:
Would you want to immediately engage in combat after burning that much cap? This seems to be a "get out of town" button.


Well you might if you were a Autocannon/Missile fit.

As for it's use as a GTFO button.
The spool up time is longer than most ship's align time.
Any ship that escapes has blundered into a camp so inept that they probably would have missed him if he just warped to a safe.



Well, I'm sure the cap use can be adjusted, but yeah... it seems like it's offensive use might be limited to passive/buffer tanking projectile/missile users currently. This would seem to limit it's use for say Blaster boats (which might benefit from it otherwise), although I suppose if they were using Cap Boosters, that "might" mitigate the cap hit to a degree.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Dyner
Brutor Tribe
Minmatar Republic
#54 - 2012-04-18 01:17:46 UTC
Joe Skellington wrote:
Dyner wrote:
The sound effect the MJDs use had better be the "warp sound" used in Star Trek Movie (2009)...oh and the FX should be the same too.





....WHAT? I like Star Trek; **** off. P


Spinning up the FTL, Adama.



Prepare for low-orbital jump!
Sigurd Sig Hansen
Doomheim
#55 - 2012-04-18 01:44:26 UTC  |  Edited by: Sigurd Sig Hansen
JC Anderson wrote:
Keep in mind that there is also a mobile micro jump drive disruptor as well listed in the same build file as the micro jump drive.

Joe Skellington wrote:
Micro Jumpdrives? Please tell me this is a troll or a joke :(


Not a joke.


[+] Micro Jump Drive I
[+|n] medPower
[+|n] microJumpDrive
[+|n] online
[+] capacitorNeed: 946.0
[+] capacity: 0
[+] cpu: 77.0
[+] disallowRepeatingActivation: 1.0
[+] duration: 30000.0
[+] gallenteNavyBonusMultiplier: 0
[+] heatAbsorbtionRateModifier: 0.04
[+] heatDamage: 8.2
[+] hp: 40.0
[+] mass: 0
[+] maxGroupActive: 1.0
[+] metaLevel: 0
[+] moduleReactivationDelay: 120000.0
[+] power: 1375.0
[+] republicFleetBonusMultiplier: 0
[+] requiredSkill1: 4385.0
[+] requiredSkill1Level: 1.0
[+] requiredThermoDynamicsSkill: 1.0
[+] signatureRadiusBonusPercent: 500.0
[+] techLevel: 1.0
[+] volume: 10.0
[+] warpScrambleStrength: -1.0

Long ramp up time, at end ship is jumped instantly 100 km directly forward. Ship maintains direction and velocity. Ship is affected by warp scramblers and warp disruption fields.

Note: Battleship class module


[+] Micro Jump Drive I Blueprint
[+] capacity: 0
[+] mass: 0
[+] volume: 0.01

[+] Mobile Large Jump Disruptor I Blueprint
[+] capacity: 0
[+] mass: 0
[+] volume: 0.01

[+] Micro Jump Drive Operation
[+|n] propulsionJammingSkillBoostDurationBonus
[+|n] skillEffect
[+|n] skillMJDdurationBonus
[+] capacity: 0
[+] durationBonus: 5.0
[+] mass: 0
[+] primaryAttribute: 165.0
[+] requiredSkill1: 3449.0
[+] requiredSkill1Level: 4.0
[+] requiredSkill2: 3455.0
[+] requiredSkill2Level: 2.0
[+] secondaryAttribute: 167.0
[+] skillLevel: 0
[+] skillTimeConstant: 5.0
[+] volume: 0


[+] Mobile Large Jump Disruptor I
[+|n] anchorDrop
[+|n] anchorLift
[+] anchoringDelay: 360000.0
[+] armorHP: 60000.0
[+] capacity: 0
[+] hp: 120000.0
[+] mass: 0
[+] metaLevel: 0
[+] requiredSkill1: 11584.0
[+] requiredSkill1Level: 3.0
[+] requiredSkill2: 3435.0
[+] requiredSkill2Level: 4.0
[+] requiredSkill3: 4385.0
[+] requiredSkill3Level: 3.0
[+] scanLadarStrength: 25.0
[+] shieldCapacity: 40000.0
[+] shieldRechargeRate: 1200000.0
[+] signatureRadius: 450.0
[+] techLevel: 1.0
[+] volume: 585.0

A Large deployable self powered unit that prevents micro jumping into its area of effect.


um ok how about the computers explain it to the non computers then? I dont speak spreadsheet

Dyner wrote:
Joe Skellington wrote:
Dyner wrote:
The sound effect the MJDs use had better be the "warp sound" used in Star Trek Movie (2009)...oh and the FX should be the same too.





....WHAT? I like Star Trek; **** off. P


Spinning up the FTL, Adama.



Prepare for low-orbital jump!


when they jumped from inside the atmosphere while falling was cool

Mining is the "Deadliest Catch" in this game

MeBiatch
GRR GOONS
#56 - 2012-04-18 02:51:16 UTC
they are for black ops ships... bam therse your bo boost mofoes now cry

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

masternerdguy
Doomheim
#57 - 2012-04-18 02:52:56 UTC
MeBiatch wrote:
they are for black ops ships... bam therse your bo boost mofoes now cry


Who's troll alt are you?

Things are only impossible until they are not.

Markus Reese
Deep Core Mining Inc.
Caldari State
#58 - 2012-04-18 03:19:36 UTC
Sigurd Sig Hansen wrote:


um ok how about the computers explain it to the non computers then? I dont speak spreadsheet



Essentially is says it has a 30 second spool up time, 120 second cooldown, cannot autorepeat is the main thing.

Also, PG usage puts it as a battleship module.

The part I find interesting is that I don't se anything prohibiting the possibility to use it as a capital ship module which would make logical sense. the ability to move capitals effectively is sorely needed. A microjump makes perfect sense if they can use it.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Ashrun Dir
Love for You
#59 - 2012-05-03 09:38:23 UTC
Bienator II wrote:
ElQuirko wrote:
Ranger 1 wrote:


Heh, yes. I had visions of a "Bleach" style of combat evolving.... with Star Ships using "Flash Step" constantly to get into position behind their opponent. Smile

Edit: Needless to say, I'm not a big fan of starship combat working like that in EVE. I'm hoping there is more to it than that.


This is a better method of combat than the "BLOBBED, MO'FO" that we have now. Positioning should be implemented further - turning guns around to shoot behind should require an entire align of the ship, which should take much longer when in combat.

what you realy mean: implement a proper tracking formula. The current tracking formula does not take ship orientation into account which is the root of the problem. For example: a ship orbiting a static object has still to track as much as the static object would have to... which is wrong. Thats why close range ships need such an insane tracking bonus.


Maybe I misunderstood your comment.

But, it sounds like the current tracking formula is correct. Both the stationary object and the ship orbiting the object need to have a high tracking speed.

The object needs to have a high tracking speed because it is at rest being orbited by the fast ship it is intending to hit. The ship has a high angular velocity w.r.t. the object.

The ship also needs to have a high tracking speed because it (the ship) is at rest in its own rest frame. i.e. the ship sees the object orbiting it at with a high angular velocity, and as such needs a high tracking speed to hit the object.

Again, maybe I misunderstood your comment.
Akirei Scytale
Okami Syndicate
#60 - 2012-05-03 09:40:35 UTC
ElQuirko wrote:
Ranger 1 wrote:
Could someone shed some light on the proposed mechanics for Micro Jump Drives?

My understanding is that it will allow "micro" jumps of 100km, although I could be very wrong on that.

Specifically I am concerned about their effect on long range (sniper) combat, which is already nearly impossible in game due to current probing mechanics. Will it make it even easier to jump on top of a sniper fleet?

I am fully in favor of new dimensions being added to combat, however the option to have a viable long range fleet needs to remain... so I'm a bit concerned.


It also means that long-range sniper fleets can jump 100km away from the jump point the second they see them aligning.


that puts them in actual warp range. doesn't help snipers nearly as much as blaster boats and other reach-challenged spacecraft.